mirror of
https://github.com/flame-engine/flame.git
synced 2025-10-30 08:27:36 +08:00
Bring back collision detection example (#736)
This commit is contained in:
@ -25,6 +25,11 @@ the latter is very useful for accurate gesture detection. The collision detectio
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what should happen when two hitboxes collide, so it is up to the user to implement what will happen
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when for example two position components have intersecting hitboxes.
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Do note that the built-in collision detection system does not take collisions between two hitboxes
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that overshoot each other into account, this could happen when they either move too fast or `update`
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being called with a large delta time (for example if your app is not in the foreground). This
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behaviour is called tunneling, if you want to read more about it.
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## Mixins
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### Hitbox
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The `Hitbox` mixin is mainly used for two things; to make detection of collisions with other
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@ -59,8 +59,12 @@ Example of usage, where visibility of two components are handled by a wrapper:
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```dart
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class GameOverPanel extends PositionComponent with HasGameRef<MyGame> {
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bool visible = false;
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final Image spriteImage;
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GameOverPanel(Image spriteImage) : super() {
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GameOverPanel(this.spriteImage);
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@override
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Future<void> onLoad() async {
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final gameOverText = GameOverText(spriteImage); // GameOverText is a Component
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final gameOverButton = GameOverButton(spriteImage); // GameOverRestart is a SpriteComponent
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@ -197,7 +201,7 @@ import 'package:flame_flare/flame_flare.dart';
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class YourFlareController extends FlareControls {
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ActorNode rightHandNode;
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late ActorNode rightHandNode;
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void initialize(FlutterActorArtboard artboard) {
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super.initialize(artboard);
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@ -3,6 +3,7 @@ import 'package:flame/flame.dart';
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import 'package:flutter/material.dart';
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import 'stories/animations/animations.dart';
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import 'stories/collision_detection/collision_detection.dart';
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import 'stories/components/components.dart';
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import 'stories/controls/controls.dart';
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import 'stories/effects/effects.dart';
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@ -15,12 +16,13 @@ import 'stories/widgets/widgets.dart';
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void main() async {
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final dashbook = Dashbook(
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title: 'Flame Example',
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title: 'Flame Examples',
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theme: ThemeData.dark(),
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);
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addAnimationStories(dashbook);
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addComponentsStories(dashbook);
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addCollisionDetectionStories(dashbook);
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addEffectsStories(dashbook);
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addTileMapStories(dashbook);
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addControlsStories(dashbook);
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71
examples/lib/stories/collision_detection/circles.dart
Normal file
71
examples/lib/stories/collision_detection/circles.dart
Normal file
@ -0,0 +1,71 @@
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import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/extensions.dart';
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import 'package:flame/game.dart';
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import 'package:flame/geometry.dart';
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import 'package:flame/gestures.dart';
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import 'package:flutter/material.dart' hide Image, Draggable;
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class MyCollidable extends PositionComponent
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with HasGameRef<Circles>, Hitbox, Collidable {
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late Vector2 velocity;
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final _collisionColor = Colors.amber;
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final _defaultColor = Colors.cyan;
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bool _isWallHit = false;
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bool _isCollision = false;
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MyCollidable(Vector2 position)
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: super(
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position: position,
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size: Vector2.all(100),
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anchor: Anchor.center,
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) {
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addShape(HitboxCircle());
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}
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@override
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Future<void> onLoad() async {
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final center = gameRef.size / 2;
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velocity = (center - position)..scaleTo(150);
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}
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@override
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void update(double dt) {
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super.update(dt);
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if (_isWallHit) {
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remove();
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return;
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}
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debugColor = _isCollision ? _collisionColor : _defaultColor;
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position.add(velocity * dt);
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_isCollision = false;
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}
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@override
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void render(Canvas canvas) {
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super.render(canvas);
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renderShapes(canvas);
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}
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@override
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void onCollision(Set<Vector2> intersectionPoints, Collidable other) {
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if (other is ScreenCollidable) {
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_isWallHit = true;
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return;
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}
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_isCollision = true;
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}
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}
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class Circles extends BaseGame with HasCollidables, TapDetector {
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@override
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Future<void> onLoad() async {
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add(ScreenCollidable());
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}
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@override
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void onTapDown(TapDownDetails details) {
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add(MyCollidable(details.localPosition.toVector2()));
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}
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}
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@ -0,0 +1,20 @@
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import 'package:dashbook/dashbook.dart';
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import 'package:flame/game.dart';
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import '../../commons/commons.dart';
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import 'circles.dart';
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import 'multiple_shapes.dart';
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void addCollisionDetectionStories(Dashbook dashbook) {
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dashbook.storiesOf('Collision Detection')
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..add(
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'Circles',
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(_) => GameWidget(game: Circles()),
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codeLink: baseLink('collision_detection/circles.dart'),
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)
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..add(
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'Multiple shapes',
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(_) => GameWidget(game: MultipleShapes()),
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codeLink: baseLink('collision_detection/multiple_shapes.dart'),
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);
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}
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237
examples/lib/stories/collision_detection/multiple_shapes.dart
Normal file
237
examples/lib/stories/collision_detection/multiple_shapes.dart
Normal file
@ -0,0 +1,237 @@
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import 'dart:math';
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import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/extensions.dart';
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import 'package:flame/game.dart';
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import 'package:flame/geometry.dart';
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import 'package:flame/palette.dart';
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import 'package:flutter/material.dart' hide Image, Draggable;
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enum Shapes { circle, rectangle, polygon }
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abstract class MyCollidable extends PositionComponent
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with Draggable, Hitbox, Collidable {
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double rotationSpeed = 0.0;
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final Vector2 velocity;
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final delta = Vector2.zero();
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double angleDelta = 0;
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bool _isDragged = false;
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final _activePaint = Paint()..color = Colors.amber;
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double _wallHitTime = double.infinity;
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MyCollidable(Vector2 position, Vector2 size, this.velocity) {
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this.position = position;
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this.size = size;
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anchor = Anchor.center;
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}
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@override
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void update(double dt) {
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super.update(dt);
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if (_isDragged) {
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return;
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}
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_wallHitTime += dt;
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delta.setFrom(velocity * dt);
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position.add(delta);
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angleDelta = dt * rotationSpeed;
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angle = (angle + angleDelta) % (2 * pi);
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}
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@override
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void render(Canvas canvas) {
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super.render(canvas);
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renderShapes(canvas);
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final localCenter = (size / 2).toOffset();
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if (_isDragged) {
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canvas.drawCircle(localCenter, 5, _activePaint);
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}
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if (_wallHitTime < 1.0) {
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// Show a rectangle in the center for a second if we hit the wall
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canvas.drawRect(
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Rect.fromCenter(center: localCenter, width: 10, height: 10),
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debugPaint,
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);
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}
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}
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@override
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void onCollision(Set<Vector2> intersectionPoints, Collidable other) {
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final averageIntersection = intersectionPoints.reduce((sum, v) => sum + v) /
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intersectionPoints.length.toDouble();
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final collisionDirection = (averageIntersection - absoluteCenter)
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..normalize()
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..round();
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if (velocity.angleToSigned(collisionDirection).abs() > 3) {
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// This entity got hit by something else
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return;
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}
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final angleToCollision = velocity.angleToSigned(collisionDirection);
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if (angleToCollision.abs() < pi / 8) {
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velocity.rotate(pi);
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} else {
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velocity.rotate(-pi / 2 * angleToCollision.sign);
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}
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position.sub(delta * 2);
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angle = (angle - angleDelta) % (2 * pi);
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if (other is ScreenCollidable) {
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_wallHitTime = 0;
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}
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}
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@override
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bool onDragUpdate(int pointerId, DragUpdateDetails details) {
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_isDragged = true;
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return true;
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}
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@override
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bool onDragEnd(int pointerId, DragEndDetails details) {
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velocity.setFrom(details.velocity.pixelsPerSecond.toVector2() / 10);
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_isDragged = false;
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return true;
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}
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}
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class CollidablePolygon extends MyCollidable {
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CollidablePolygon(Vector2 position, Vector2 size, Vector2 velocity)
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: super(position, size, velocity) {
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final shape = HitboxPolygon([
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Vector2(-1.0, 0.0),
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Vector2(-0.8, 0.6),
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Vector2(0.0, 1.0),
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Vector2(0.6, 0.9),
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Vector2(1.0, 0.0),
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Vector2(0.6, -0.8),
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Vector2(0, -1.0),
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Vector2(-0.8, -0.8),
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]);
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addShape(shape);
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}
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}
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class CollidableRectangle extends MyCollidable {
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CollidableRectangle(Vector2 position, Vector2 size, Vector2 velocity)
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: super(position, size, velocity) {
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addShape(HitboxRectangle());
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}
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}
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class CollidableCircle extends MyCollidable {
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CollidableCircle(Vector2 position, Vector2 size, Vector2 velocity)
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: super(position, size, velocity) {
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final shape = HitboxCircle();
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addShape(shape);
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}
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}
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class SnowmanPart extends HitboxCircle {
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static const startColor = Colors.white;
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final hitPaint = Paint()
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..color = startColor
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..strokeWidth = 1
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..style = PaintingStyle.stroke;
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SnowmanPart(double definition, Vector2 relativePosition, Color hitColor)
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: super(definition: definition) {
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this.relativePosition.setFrom(relativePosition);
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onCollision = (Set<Vector2> intersectionPoints, HitboxShape other) {
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if (other.component is ScreenCollidable) {
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hitPaint..color = startColor;
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} else {
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hitPaint..color = hitColor;
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}
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};
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}
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@override
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void render(Canvas canvas, Paint paint) {
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super.render(canvas, hitPaint);
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}
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}
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class CollidableSnowman extends MyCollidable {
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CollidableSnowman(Vector2 position, Vector2 size, Vector2 velocity)
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: super(position, size, velocity) {
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rotationSpeed = 0.2;
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final top = SnowmanPart(0.4, Vector2(0, -0.8), Colors.red);
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final middle = SnowmanPart(0.6, Vector2(0, -0.3), Colors.yellow);
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final bottom = SnowmanPart(1.0, Vector2(0, 0.5), Colors.green);
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addShape(top);
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addShape(middle);
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addShape(bottom);
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}
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}
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class MultipleShapes extends BaseGame
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with HasCollidables, HasDraggableComponents {
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final TextConfig fpsTextConfig = TextConfig(
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color: BasicPalette.white.color,
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);
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@override
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Future<void> onLoad() async {
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final screen = ScreenCollidable();
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final snowman = CollidableSnowman(
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Vector2.all(150),
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Vector2(100, 200),
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Vector2(-100, 100),
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);
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MyCollidable lastToAdd = snowman;
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add(screen);
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add(snowman);
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var totalAdded = 1;
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while (totalAdded < 20) {
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lastToAdd = createRandomCollidable(lastToAdd);
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final lastBottomRight =
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lastToAdd.toAbsoluteRect().bottomRight.toVector2();
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if (screen.containsPoint(lastBottomRight)) {
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add(lastToAdd);
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totalAdded++;
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} else {
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break;
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}
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}
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}
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final _rng = Random();
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final _distance = Vector2(100, 0);
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MyCollidable createRandomCollidable(MyCollidable lastCollidable) {
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final collidableSize = Vector2.all(50) + Vector2.random(_rng) * 100;
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final isXOverflow = lastCollidable.position.x +
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lastCollidable.size.x / 2 +
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_distance.x +
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collidableSize.x >
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size.x;
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var position = _distance + Vector2(0, lastCollidable.position.y + 200);
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if (!isXOverflow) {
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position = (lastCollidable.position + _distance)
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..x += collidableSize.x / 2;
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}
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final velocity = Vector2.random(_rng) * 200;
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final rotationSpeed = 0.5 - _rng.nextDouble();
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final shapeType = Shapes.values[_rng.nextInt(Shapes.values.length)];
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switch (shapeType) {
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case Shapes.circle:
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return CollidableCircle(position, collidableSize, velocity);
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case Shapes.rectangle:
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return CollidableRectangle(position, collidableSize, velocity)
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..rotationSpeed = rotationSpeed;
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case Shapes.polygon:
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return CollidablePolygon(position, collidableSize, velocity)
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..rotationSpeed = rotationSpeed;
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}
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}
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@override
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void render(Canvas canvas) {
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super.render(canvas);
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fpsTextConfig.render(
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canvas,
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'${fps(120).toStringAsFixed(2)}fps',
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Vector2(0, size.y - 24),
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);
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}
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}
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@ -21,6 +21,8 @@
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- Add a `renderPoint` method to `Canvas`
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- Add zoom to the camera
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- Add `moveToTarget` as an extension method to `Vector2`
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- Bring back collision detection examples
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- Fix collision detection in Collidable with multiple offset shapes
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## 1.0.0-rc8
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- Migrate to null safety
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@ -38,8 +38,8 @@ mixin Hitbox on PositionComponent {
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if (!_cachedBoundingRect.isCacheValid([position, size])) {
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final maxRadius = size.length;
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_cachedBoundingRect.updateCache(
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Rect.fromCenter(
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center: absoluteCenter.toOffset(),
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RectExtension.fromVector2Center(
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center: absoluteCenter,
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width: maxRadius,
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height: maxRadius,
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),
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@ -37,11 +37,7 @@ extension RectExtension on Rect {
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bottomLeft.toVector2(),
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];
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}
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}
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// Until [extension] will allow static methods we need to keep these functions
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// in a utility class
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class RectFactory {
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/// Creates bounds in from of a [Rect] from a list of [Vector2]
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static Rect fromBounds(List<Vector2> pts) {
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final minX = pts.map((e) => e.x).reduce(min);
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@ -50,4 +46,19 @@ class RectFactory {
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final maxY = pts.map((e) => e.y).reduce(max);
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return Rect.fromPoints(Offset(minX, minY), Offset(maxX, maxY));
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}
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/// Constructs a rectangle from its center point (specified as a Vector2),
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/// width and height.
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static Rect fromVector2Center({
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required Vector2 center,
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required double width,
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required double height,
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}) {
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return Rect.fromLTRB(
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center.x - width / 2,
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center.y - height / 2,
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center.x + width / 2,
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center.y + height / 2,
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);
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}
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}
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@ -56,10 +56,12 @@ mixin HitboxShape on Shape {
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@override
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double get angle => component.angle;
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/// The shapes center, before rotation
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/// The shape's absolute center
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@override
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Vector2 get shapeCenter {
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return (component.absoluteCenter + position)
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return component.absoluteCenter +
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position +
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((size / 2)..multiply(relativePosition))
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..rotate(angle, center: anchorPosition);
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}
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Reference in New Issue
Block a user